npc_sniper

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Class hierarchy
CProtoSniper
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
proto_sniper.cpp
Sniper

npc_sniper is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, Half-Life 2: Deathmatch Half-Life 2: Deathmatch, and Black Mesa Black Mesa.

In Half-Life 2 Half-Life 2 games, this is a Combine soldier with an overwatch sniper rifle which uses blue laser sight, making it capable of extreme accuracy at extreme range.

In Black Mesa Black Mesa, this is a HECU marine with a sniper rifle which uses red laser sight.

The npc_sniper does not actually have its own model - rather, it uses a Combine soldier (or HECU marine in Black Mesa Black Mesa) model in-game (if its Hidden flag is not set) playing its idle animation, with the rifle's laser coming from the center of the hull. Only explosions and burning damage can hurt the sniper.

The sniper doesn't turn on his sight until after he sees the player or an NPC within an acceptable range and angle, and will turn it off again after he is done. He will prioritize the player over any other target. If he loses track of the player, he will get frustrated and shoot three rounds at the area where the player was last seen, often targeting smaller prop_physics (like soda cans, melons, melon chunks, cinderblocks, ...) but not large prop_physics (like soda machines). He will then resume to targeting any other visible targets.

Note.pngNote:Some keyvalues, spawnflags, effect flags, inputs, or outputs might not affect an NPC, based on the functionality and coding of the NPC.
Tip.pngTip:The sniper will pay attention to info_snipertargets if ordered to (with the SweepTarget, SweepTargetHighestPriority or SweepGroupRandomly inputs).
Icon-Bug.pngBug:it's the only NPC that doesn't use server side ragdolls in Black Mesa Black Mesa 2012.  [todo tested in ?]
AltNames.pngAltNames: This entity is also tied to proto_sniper.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Patience Radius (radius) <integer>
Sniper will hold fire until the target is within this radius. After that, sniper will always attack, even if the target retreats outside of this radius.
Initial Misses (misses) <integer>
How many times to miss a target on purpose before beginning to fire accurately.
Beam Brightness (0 to 255) (beambrightness) <integer>
How bright the laser sight beam should be. (0 - 255)
Shoot zombies in chest (shootZombiesInChest) <boolean>
If true, aim for chest instead of headcrab. Useful when at great distance and height.
Bullet shield distance (shielddistance) <float>
!OBSOLETE
Bullet shield radius (shieldradius) <float>
!OBSOLETE
Paint interval (PaintInterval) <integer>
Sniper will keep a target painted for this many seconds before shooting. 'Faster Shooting' sniper flag multiplies this by 0.75.
Paint interval variance (PaintIntervalVariance) <integer>
When shooting at NPCs, a random number between 0 and this is added to PaintInterval for every shot.
BaseNPC keyvalues

CBaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
Physics Impact Damage Scale (physdamagescale) <float>
Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.

CAI_BaseNPC:

Target Path Corner (target) <targetname>
The path_corner that this NPC will move to after spawning.
Squad Name (squadname) <string>
NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
Limits NPC to using specified hint group for navigation requests. Does not limit local navigation.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
Wake Radius (wakeradius) <float>
Auto-wake if player comes within this distance.
Wake Squad (wakesquad) <boolean>
Wake all of the NPCs squadmates if the NPC is woken.
Enemy Filter (enemyfilter) <targetname>
Filter entity to test targets against.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefers visible enemies, regardless of distance or relationship priority.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.

Flags

BaseNPC flags 
Hidden : [65536]
The sniper will not have a model while alive. Should be checked.
Laser Viewcone : [131072]
No Corpse : [262144]
The sniper leaves no corpse.
Start Disabled : [524288]
The sniper starts disabled
Faster shooting : [1048576]
Confirm:Doesn't seem to do anything?
No sweep away from target : [2097152]
The sniper will not reset it's aim after firing
Todo: No sweep away from target was missing from this page for over 10 years, is it absent in some games? Existence confirmed in Garry's Mod and Half-Life 2: Episode Two

Inputs

EnableSniper
Enable Shooting.
DisableSniper
Disable Shooting.
SetDecoyRadius <integer>
Set Decoy Radius.
SweepTarget <targetname>
Makes the sniper sweep to an info_snipertarget specified in the parameter, with a behavior specified in the properties of the info_snipertarget.
Note.pngNote:Using this input to set the sniper's target to anything enclosed or touching a Block LOS textured brush may cause the map to crash.
SweepTargetHighestPriority <targetname>
Same as SweepTarget, but the sniper will prioritize sweeping to this target above targeting anything else, including the player.
SweepGroupRandomly <string>
The sniper will take alternating shots at info_snipertargets belonging to a specific group (specified in its parameter) until interrupted by an NPC. (Group associations are declared in the Group Name property of these targets.)
StopSweeping
Stop any target sweeping operation started by entity I/O
ProtectTarget <targetname>
Protect the specified target. The sniper will attempt to shoot the enemy nearest the protect target at all times.
BaseNPC inputs 

Outputs

OnShotFired
Sniper's current enemy.
BaseNPC Outputs
OnDamaged
Fired when this NPC takes damage (!activator is the damage inflictor).
OnDamagedByPlayer
Fired when this NPC is hurt by a player (!activator is the attacker or vehicle driver [if friendly fire]).
OnDamagedByPlayerSquad
Fired when this NPC is hurt by a player OR by one of the player's squadmates (!activator is the attacker or vehicle driver [if friendly fire]).
OnDeath
Fired when this NPC is killed (!activator is the killer).
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc.).
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionFinished
"NPCs in actbusies can no longer perform dynamic interactions."
Todo: What does this mean?
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnHearCombat
Fired when this NPC hears combat sounds.
OnHearPlayer
Fired when this NPC hears the player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
OnFoundEnemy <targetname>
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer <targetname>
Fired when this NPC establishes line of sight to its enemy, and that enemy is a player.
OnLostPlayer
Fired when this NPC loses its enemy, and that enemy was a player. Usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostPlayerLOS
Fired when this NPC loses line of sight to its enemy, and that enemy is a player.
OnSleep
Fired when this NPC enters a sleep state.
OnWake
Fired when this NPC comes out of a sleep state.


See also